Board game involving multiple variables and performance determination

ABSTRACT

A game simulates attending college. Apparatus of the game includes a game board upon which two separate paths of play are defined. One path of play is a college path which represents various academic and financial occurrences which befall the student-player. The other path defines a financial path which represents various financial occurrences which befall the player while working and not attending college. Each path is defined into intervals which designate various rewards or credits or detriments. Play begins on the financial path with the objective being to collect sufficient funds to attend college. Play continues on the college path once sufficient funds have been obtained. While playing on the college path, college credits or detriments are collected and are attributed to college classes or events attempted during each round of play on the college path. A performance determination in the form of a grade point average is derived by play on the college path. If the expenses of attending college exceed the funds collected by any player, play must be transferred back to the financial path. Play remains on the financial path until sufficient funds are collected to once again return to the college path.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to a game of entertainment and amusement, andmore particularly to a game involving a game board and various othergame apparatus wherein a performance determination of the quality ofexecution of the game and speed determines the winner. Even morespecifically, the present invention relates to an entertainment game inwhich the event of attending college is amusingly simulated.

2. Introduction and Brief Description of Prior Art

A variety of different board games are known. Typically, the objectiveof these games is the accomplishment of a single result, such as,amassing the greatest amount of wealth, outlasting all of the otherplayers, or accomplishing an event within the shortest time. Many ofthese games also include diversions and contingencies which befall theplayer and temporarily prevent progression toward the ultimate objectiveof the game. Of course, the interaction of the players under thesevariables and in the simulation of real life events provide theenjoyment and amusement derived from playing the game.

Even though a variety of techniques and arrangements are known to thoseskilled in this particular art, comprehension of the desirable aspectsof the present invention should not diminish the significance of thepresent invention.

SUMMARY OF THE INVENTION

The present invention provides a new and improved board game whereinvariables relating to game performance, speed of execution and theability to sustain play determine the winner. Game performance ismeasured over a predetermined number or series of events which must beaccomplished in order to win the game. Game performance is determined bya performance quotient which is the ratio of the number of obtainedperformance credits to the number of events. The quality of play by eachplayer is thus determined by the average performance quotient for eachof the series of events. To sustain play in the game, each player mustaccumulate subsistence rewards in a predetermined relationship tosubsistence detriments. Typically, the subsistence rewards must exceedthe subsistence detriments. The player able to sustain play sufficientlylong to accumulate the highest number of performance credits while firstaccomplishing the predetermined series of events wins the game. Thus,the multiple and interrelated variables involved in winning the game areattaining a high performance quotient over each of the predeterminedseries of events, accumulating performance credits and avoidingperformance detriments, accumulating subsistence rewards and avoidingsubsistence detriments, and attempting to accomplish all of theforegoing with the most rapid performance.

The preferred aspect of the present invention involves simulating theevents surrounding a student's progression through college. The game of"College" comprises a game board upon which two non-intersectingseparate paths of play are defined. One path of play simulates variousfinancial rewards and detriments obtained while working outside ofcollege. This path of play defines a subsistence or financial path bywhich financial resources are obtained to attend college. Intervals onthe subsistence path include those from which the player can accumulatemoney and those from which the player is required to expend money. Oncethe player has accumulated sufficient money to attend college, play istransferred to the second path of play which simulates events which maybefall the student-player while attending college. On the college path,which defines a performance path by which the scholastic performance ofthe student in college is measured, the player accumulates performancecredits or detriments in the form of grade credits or failures from eachof a series of classes or events which must be taken or accomplished.The college path also includes intervals from which the player attainsor is required to pay money. Once the player no longer has sufficientfinancial resources to continue attending college, as is represented byplay on the college path, play is transferred back to the financialpath. Graduating from college requires completion of a number ofcomplete rounds or years on the college path, until a player hasattributed grade credits to each of the required number of classes. Thewinner is the player who has the highest grade point average orperformance quotient of any player then engaged in completing the lastround of the college path. Other apparatus involved in the preferredembodiment includes a multiple grade guesser, which includes means forrandomly supplying a grade or credit for a class. The multiple gradeguesser may be utilized by a player at the completion of a round of thecollege path.

A more complete understanding of the invention, as well as itssignificant features, can be obtained from the following detaileddescription of the preferred embodiment taken in conjunction with thedrawings briefly described below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a plan view of a game board employed in the preferredembodiment of the present invention.

FIG. 2 is a perspective view of a pair of dice employed in the preferredembodiment.

FIG. 3 is a perspective view of a plurality of playing pieces employedin the preferred embodiment.

FIG. 4 is a perspective view of one of many different types of cardsemployed in the preferred embodiment.

FIG. 5 is a perspective view of game money employed in the preferredembodiment.

FIG. 6 is a plan view of a multiple grade guesser employed in thepreferred embodiment.

FIG. 7 is a plan view of an element of the multiple grade guesser shownin FIG. 6.

FIG. 8 is an enlarged view of a partial section taken substantially inthe plane of line 8--8 of FIG. 6.

FIG. 9 is a plan view of a transcript card employed in the preferredembodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENT

Apparatus of the present game comprises a game board 10 shown in FIG. 1,a random number generating means such as a pair of dice 12 shown in FIG.2, a plurality of preferably six playing pieces 14 shown in FIG. 3, aplurality of various cards 16 shown in FIG. 4 which are decision cards,option cards and credit cards, game money 18 shown in FIG. 5, a multiplegrade guesser 20 shown in FIGS. 6 to 8, and a transcript card 22 foreach player shown in FIG. 9. Also included are a set of rules which maybe in printed form (such as on a card 16) which serve as means by whichplay of the game is dictated.

The game board 10 is preferably formed of a durable base material. Thegame board presents a playing surface which is defined into asubsistence playing path or financial path 24 and into a performanceplaying path or college path 26 by, for example, printed indicia on theplaying surface. Each playing path 24 and 26 is formed by a plurality ofserially connected intervals 28 to 52 and each path is arranged in acontinuous unending loop. The paths 24 and 26 are separate from oneanother and do not intersect one another, i.e., do not have any intervalin common. Each of the intervals is marked with a designation of itstype and nature.

The financial path 24 begins and ends at the same reference interval 28marked "START". The intervals 28 to 40 of the financial path 24 definefirst stage play requirements and represent financial occurrences whichmight befall a person when working and not attending college. Intervals30 designate various subsistence rewards or financial rewards which theplayer receives when the playing piece 14 terminates movement on theintervals 30. Intervals 32 designate subsistence detriments or financialdetriments which befall the player when the playing piece 14 terminatesmovement on the intervals 32. Intervals 34 represent option intervals. Amajority of the intervals of the path 24 are subsistence reward ordetriment intervals. Upon a playing piece terminating movement on anoption interval 34, the player can choose between the financial rewardor detriment indicated on the interval 34 or alternatively may chooseone of a plurality of option cards. As will be described subsequently,each option card has printed thereon one of a variety of differentfinancial rewards and detriments. Various other intervals, such as theintervals 28, 36, 38 and 40 also involve financial rewards ordetriments, and some intervals, for example 36 and 38, also involveoccurrences relating to play on the college path 26.

The college path 26 begins and ends at the same reference interval 42marked "BEGIN". The intervals 42 to 52 of the college path 26 definesecond stage play requirements and represent various academic andfinancial occurrences which might befall a person when attendingcollege. Intervals 44 of the path 26 designate the amount of performancecredit or college credit received by the player when the playing pieceterminates movement on the intervals 44. Intervals 46 designate theamount of performance or college detriment or college failure receivedby the player when the playing piece terminates movement on theintervals 46. Intervals 48 are designated as decision intervals. Uponthe playing piece terminating movement on intervals 48, the player mustselect one of a plurality of decision cards. Each decision card will bedescribed in detail subsequently, but in general, each of the decisioncards sets forth a decision and the player must choose between receivingcollege credit or detriment on one hand or financial reward or detrimenton the other hand. In addition, a few of the intervals, for exampleintervals 50 and 52, designate that the player is to receive financialcredit or detriment, respectively, upon the playing piece terminatingmovement on the intervals 50 and 52.

The financial path 24 is preferably arranged around the periphery of thegame board 10. The college path 26 is positioned next inward from thefinancial path, thereby leaving an open space 54 at the center of thegame board. Positions 56 and 58 are marked on the open space 54 in whichthe decision and option cards respectively are to be positioned. Thevarious intervals, paths, positions and spaces on the game board 10 maybe distinguished from one another by the indicia thereon and bycoloring.

The pair of dice 12 shown in FIG. 2 serve as random number generatingmeans when rolled. The spots on the dice represent the numbersgenerated. When playing the game, both dice 12 are used in moving aroundthe financial path 24, and one die is used in moving around the collegepath 26.

Preferably six playing pieces 14 are utilized. The playing pieces aredistinguished from one another by configuration or coloring or othersuitable means. Each player uses only one playing piece. The intervalsdefined on the game board 10 support the playing pieces 14 duringmovement. With each number generated by one or more of the dice 12, eachplaying piece advances a corresponding number of intervals. The movementof each playing piece according to the number generated by one roll ofat least one die defines one turn. The players move their playing piecesin rotation.

Option cards, decision cards, and credit cards are utilized in the game.Each of the cards is similar to the card 16 shown in FIG. 4. Each cardis made of a durable material such as lightweight cardboard. On thefront side of the card, the type of card is printed, i.e., decisioncard, option card, or credit card. Printed on the reverse side of thecard is a description of the subject matter involved for each particularcard.

DECISION CARDS

Preferably, seventeen decision cards are employed in the game. Thesubject matter printed on the reverse sides of the seventeen cards isset forth below:

1. Must lose either 10 credits or $120.

2. Must lose either 10 credits or $120.

3. May receive either 10 credits or $120.

4. May receive either 20 credits or $200.

5. May receive either 30 credits or $300.

6. May receive either 30 credits or $300.

7. May receive either 40 credits or $400.

8. Roll one die, each spot is worth 5 credits.

9. Pay rent: pay $200 or lose 20 credits, because must find part timejob.

10. Test: receive 10 credits or roll the die. Roll a 2, 4 or 6 andcollect 40 credits; roll a 1, 3 or 5 and lose 20 credits.

11. Test: receive 10 credits or roll one die. Roll a 1, 3 or 5 andcollect 40 credits; roll a 2, 4 or 6 and lose 20 credits.

12. Optional. Offered job: must quit school (but may return after oneround on financial path). If you leave collect $1500 and return toSTART.

13. Optional. Chance to quiz out. Pay $50 for a chance at the multiplegrade guesser (May keep or throw away the grade).

14. Optional. Chance to cheat on test. Roll die; if you roll a 1, 2, 4,5 or 6 collect 20 credits; but if you roll a 3 then you receive an `F`for one class.

15. Optional. May study: lose one turn--receive 15 credits; twoturns--30 credits; three turns--60 credits.

16. Optional. May study: lose one turn--receive 15 credits; twoturns--30 credits; three turns--60 credits.

17. Optional. Bribe your professor. (Limit 40 credits)--$400--40credits; $200--20 credits; $100--10 credits.

The decision cards numbered 12 through 17 above are designated asoptional. The player may, at his election, choose whether or not to doas the optional decision card describes. If the player elects not toproceed as described on the optional decision, the player's playingpiece 14 remains on the interval 48.

When used during playing of the game, the decision cards are randomlyshuffled and placed in a stack with their reverse sides down on thedecision card position 56 of the game board 10. Upon the playing pieceof a player terminating movement on a decision interval 48, the playerselects the uppermost decision card in the stack. In this manner theshuffled stack serves as means for randomly supplying one of a pluralityof decisional choices regarding college credits and detriments andfinancial rewards and detriments. The card is placed reverse side downat the bottom of the stack after it is used.

OPTION CARDS

Preferably, seventeen option cards are employed in the game. The subjectmatter printed on the reverse sides of the option cards is as follows:

"Collect $20" is printed on two cards.

"Collect $50" is printed on two cards.

"Collect $70" is printed on one card.

"Collect $100" is printed on two cards.

"Collect $150" is printed on two cards.

"Collect $200" is printed on two cards.

"Collect $250" is printed on two cards.

"Collect $300" is printed on one card.

"Collect $500" is printed on one card.

"Lose $70" is printed on one card.

"Lose one turn or $50" is printed on one card.

When used during playing of the game, the option cards are randomlyshuffled and placed in a stack with their reverse sides down on theoption card position 58 of the game board 10. Upon the playing pieceterminating movement on an option interval 34, the player must choose toreceive either the financial credit or detriment indicated on theinterval 34 or may choose an option card. The shuffled stack of optioncards serves as means for randomly supplying one of a plurality ofoptional choices of financial rewards or detriments. The card is placedreverse side down at the bottom of the stack after it is viewed.

CREDIT CARDS

Credit cards are provided so that each player may readily keep track ofthe amount of college credits received when traversing the college path26. On the reverse sides of the credit cards, the amount of credits isprinted. Any sufficient number of credit cards are provided, but thefollowing numbers have proved sufficient. Twenty credit cards havedesignations of "20 credits" printed on their reverse sides. Fifteencards have designations of "10 credits" printed on the reverse sides,and ten cards have designations of "5 credits" printed on the reversesides.

Sufficient game money 18 is supplied to accommodate all of the players.The game money may be printed in desired and practical demonations.

The multiple grade guesser 20 shown in FIGS. 6-8 is one form of meansfor randomly supplying one of a performance credit or performancedetriment for a performance event or class taken. The multiple gradeguesser 20 includes a top cover member 60 and a wheel member 62. Thewheel member 62, is connected by a pin 64 to the cover member 60. Fourwindows 66 are formed through the cover member 60 so as to expose classgrades or performance indicia 68 printed or otherwise formed on thewheel member 62. The windows 66 and performance indicia 68 are aligneddiametrically in rows with respect to the pin member 64. Notches 70 areformed on the outer periphery of the wheel member 62 in diametricalignment with the rows of printed indicia 68. A reference indicator 72is formed on the cover member 60. Upon alignment of the notches 70 withthe reference indicator 72, the performance indicia 68 is aligned forviewing through the windows 66. An opaque flexible window cover member74 extends through a slot 76 formed in the cover member 60 in alignmentwith the windows 66. When the window cover member 74 is insertedmaximumly into the slot 76, the window 66 is covered, as shown in FIG.8, and the performance indicia are hidden. Upon retracting the windowcover member 74, the indiciation 68 on the wheel member is exposedthrough the window.

The performance indicia 68 on the wheel member 66 shown in FIG. 7, arerandomly arranged in the rows so that the performance indicia do notconsistently appear at the same windows. By randomly rotating the wheel,different performance indicia are randomly positioned beneath thewindows 66. The connection at the pin 64 provides enough flexibilitybetween the members 60 and 62 so that rotation of the wheel member 62does not dislodge the window cover members 74.

The transcript card 22 includes indicia formed thereon as shown in FIG.9 and is a means by which each player records his performance andobtains a performance quotient in the form of a grade point average orG.P.A. for his college career or game. Forty college classes orperformance events must be accomplished or attended in order to win thegame. Preferably, ten classes will be accomplished or attended duringeach of the four years in college. A lined grid 78 for each of thefreshman, sophomore, junior and senior years is provided on thetranscript card 22. Vertical columns in each grid 78 relate to theclasses or events attempted and accomplished, the letter grade attainedfor each class, and the number of grade points corresponding to theletter grade received for each class. Horizontal rows relate to the tencourses to be taken during each year. A box 80 is provided in each grid78 for recording the G.P.A. or performance quotient obtained for eachgroup of ten classes. The G.P.A. for the group of ten classes isobtained by dividing the total of the grade points by ten. A secondlined grid 82 includes a single column by which the G.P.A.'s of each ofthe four groups of ten classes is added and recorded in box 84. A lastbox 86 shows the overall performance quotient or college G.P.A.calculated by dividing the sum recorded in box 84 by four.

The rule of the game control playing of the game and dictate movement ofthe playing pieces 14 over the paths 24 and 26 of the game board 10 andalso dictate the amounts of financial reward and financial detriment andperformance credit and performance detriment attributed to each playingpiece and player in accordance with the movement of the playing piecesover the game board. The manner in which the game is played is apparentfrom a description of the game rules.

In preparation, the decision and option cards are randomly shuffled intheir respective stacks and the stacks are placed on the positions 56and 58 respectively on the game board 10. One playing piece 14 isselected by each player and positioned on the start reference interval28 of the financial path 24. Each player obtains a transcript card 22.All players begin without money. A rotational sequence of players isestablished, as for example by each of the players rolling the pair ofdice 12 and the player with the highest score beginning, followed by thesequence of players to the left of the highest scorer.

Play begins on the financial path 24, because each player starts withoutfinancial rewards and because money is needed to pay tuition to entercollege. When playing on the financial path 24 both dice 12 are rolledto advance the playing pieces clockwise. Each player takes a turn byrolling the dice and moving the playing piece the number of intervalsequal to the number supplied by the dice. At the end of each turn, theinterval upon which the playing piece has terminated movement designatesthe financial reward or detriment which the player must collect from orpay to the bank of game money. If the player does not have sufficientfunds to pay financial detriments when on the financial path, only theamount the player has on hand need be paid. No money is loaned or owedin the game. Of course, landing on an option card interval 34 allows theplayer to select either the option card or the amount of financialreward or detriment on the interval 34.

To enter college, that is, begin play on the college path 26, one roundor circuit of the financial path must have been completed and sufficientfunds to pay the college entrance tuition must have been gained. Theamount of college entrance tuition is determined by the number ofclasses or performance events which the player elects to take or try toaccomplish during that round of play on the college path 26. Theselected number of classes for each round are designated by marking X'sin the appropriate column of the grids 78 of the transcript card 22. Theplayer may choose any number of classes from one to fifteen for eachround on the college path. The suggested number of classes is ten, butsome players may wish to attempt completing college in less than foursyears. The suggested amount of tuition to be paid for each classattempted is $60 per class. The tuition amount is designated on the"BEGIN" interval 42 in the blank space provided.

To enter college, the player moves the playing piece from the startreference position 28 to the begin reference position 42 upon onecompletion of a complete round of the financial path 24. The player'sturn terminates upon movement of the playing piece to the beginreference interval 42. Once on the college path 26, only one die isrolled to dictate clockwise advancement along the college path. Aftereach roll of the die the designated amount of performance credit ordetriment and the amount of financial reward or detriment indicated onthe interval upon which the playing piece terminates movement at the endof the turn is attributed to the playing piece. Upon the playing pieceterminating movement on a decision interval 48, a decision card must beselected. Some of the decision cards are optional and others are not.Action must proceed in accordance with the dictates of a non optionaldecision card, but the player can elect whether or not to act inaccordance with an optional decision card. Upon landing on any of theperformance credit intervals 44, credit cards are collected in theamount of credit indicated.

Once in college, if the player is unable to pay any financial expensesor detriments, the playing piece must immediately and directly return tothe start reference interval 28 of the financial path 24 and progressionaround the financial path must be resumed to earn sufficient funds toreturn to college. Failure to pay expenses while in college will resultin forfeiture of all tuition paid and college credits collected duringthat uncompleted round of the performance path or attempted period incollege.

Only after finishing each complete round of the college path 26, eachplayer must fill out his transcript card for the number of classesselected during that round. First, the player attributes performancecredits collected in that round to the selected classes. For each 20credits received, the player receives an `A` for the class. For each 15credits, a `B` is received, and for each 10 credits a `C` is received.The player may attribute all collected credit in any way to achieve thegrades desired. Most players will elect to apply the collected creditstoward class grades, but the player is not required to attribute anycredits to attempted classes. For example, if the player has used allcredits but 10, the player is not required to take a `C` for one of theclasses. The player is not forced to take less than a `B` for a class,since winning the game usually requires a `B` average. Once the lettergrade for the classes are established, point grades corresponding to theletter grades are inserted in the appropriate columns of the transcriptcard. The letter grade and point grade correspondence is 4.0 points foran `A`, 3.0 points for a `B`, 2.0 points for a `C`, and 1.0 and 0.0points for a `D` and `F` respectively.

If the player does not fill all of his classes with grades by using thecredits collected during the round, the player has two alternatives. Onealternative is that the player may drop any of the remaining classes byremoving the X designations from the transcript card indicatingattempted classes. Dropping classes allows the player to keep a highG.P.A., but since the dropped classes have to be taken again, droppingclasses hinders the player in the race to graduate or complete all ofthe predetermined total number of forty classes. The other alternativeis that the player may use the multiple grade guesser 22 to obtaingrades for the remainder of the classes or any of the attempted classesto which the player did not attribute credits. The multiple gradeguesser allows the player-student to guess grades he would have receivedby not studying. To use the multiple grade guesser another playerrandomly turns the wheel member 62 until a notch 70 aligns with areference indicator 72. The guessing player retracts one of the fourwindow cover members 72 and thereby exposes the grade which he receivesfor the class. The grade exposed behind the window must be attributed toone of the classes. After each guess, a similar procedure is repeatedfor each of the other classes for which the player is guessing grades.

A player with sufficient money to pay the tuition for the classesinvolved in an additional year of college or round on the college path26 on the college path. A player remaining on the college path mustterminate the last time of each round on the college path on thebeginning reference position 42. Further movement of the player'splaying piece beyond the interval 42 on the college path must commencewith the player's next turn. The player must pay the tuition each timethe playing piece terminates the previous round on the begin referenceinterval 42 on the college path and before starting the next round. Anyremaining college credits unused from a previous round as describedabove, must not be retained for use in the next round.

If the player is unable to pay the tuition for an additional round onthe college path, the player must return to the financial path 24.Leaving the college path and entering the financial path for lack oftuition funds occurs by moving the playing piece from the beginreference interval 42 to the start reference interval 28. The count ofthe die roll in the turn when transfer occurs is continued on thefinancial track, with one movement interval being from the beginreference interval 42 to the start reference interval 28.

After each ten classes the grade point average is determined and enteredin the boxes 80 of the transcript card. The G.P.A. is also entered inthe appropriate row of the second grid 82. Upon completion of the gamethe G.P.A. for each year is added in the second grid 82, the sum isrecorded at 84, the sum is divided by 4 and the result entered in thebox 86. The college average G.P.A. or total performance quotient isthereby determined.

The winner of the game is the first player to complete forty classeswith the highest total G.P.A. A G.P.A. of at least 3.0, a `B` average,must be obtained to win the game. If more than one player is in the lastround on the college track 26 when one player first finishes the lastround on the college track, the first player to finish must wait untilall the other players in the last round of college complete the round.The winner is determined among the players who complete the final roundby that player who has the highest total G.P.A. Any players not in thefinal round on the college path when the first player finishes with a3.0 or higher G.P.A. must remove their playing pieces from the board. Ifthere are no other players in the final round on the college path whenthe first player finishes the last round the first player is the winnerprovided that the player has attained a total G.P.A. of at least 3.0.

It is apparent from the foregoing description that the present inventionhumorously and amusingly simulates occurences associated with college.The multiple variables involved in the game, such as obtainingsufficient subsistence or money to continue along the performance orcollege path, attainment of a high G.P.A. or performance quotient,requiring that a plurality of separate rounds over the college path beexecuted before the game can be won so as to obtain an averageperformance over each round, and the necessity to be as quick aspossible in going to college and accomplishing the events or taking theclasses create suggest potential advantages and hazards and allowopportunity for skillful execution and accomplishment of game play.

The preferred arrangement of the present invention has been describedwith a degree of particularity. It should be understood, however, thatthe degree of specificity is not intended to unnecessarily restrict thespirit and scope of the invention defined in the appended claims.

I claim:
 1. Board game apparatus simulating occurrences of attendingcollege, comprising:a plurality of playing pieces, each playing piecerepresenting one player during use of said board game apparatus; a gameboard having a playing surface and including means defining two separateplaying paths on the playing surface, each playing path defined by aplurality of separate intervals serially linked in an unendingcontinuous loop, said intervals defining movement increments of eachplaying piece along each playing path, one of the playing paths defininga financial path representing financial occurrences occurring when in aworking situation, the other of the playing paths defining a collegepath representing academic and financial occurrences occurring duringthe simulated event of attending college, said board game furtherincluding indicia means designating each interval of each path as aparticular type of interval, the majority of the intervals of thefinancial path being designated by an amount of financial reward orfinancial detriment to be attributed to a playing piece upon terminationof movement on such interval, at least some of the intervals of thecollege path being designated by an amount of college credit or collegedetriment to be attributed to a playing piece upon termination ofmovement on such interval, at least a few of the other intervals of thecollege path being designated by an amount of financial reward orfinancial detriment to be attributed to a playing piece upon terminationof movement on such interval, at least a few of the remaining intervalsof the college path being designated only by a decision indication; aplurality of decision cards associated with each decision interval ofthe college path, each decision card having indicia means thereon forindicating a decisional choice, each decisional choice allowingselection between one of either a financial reward or a financialdetriment or one of either a college credit or a college detriment; apair of dice, each one of said pair of dice having indicia means forindicating numbers to dictate movement of the playing pieces over theintervals of the paths of said game board whereby financial rewards anddetriments and college credits and detriments are attributed to eachplaying piece in accordance with the intervals upon which movement ofthe playing piece terminates; a multiple grade guesser comprising acover member, a wheel member rotationally attached to the cover member,indicia means formed on the wheel member and indicating a plurality ofcollege credits and college detriments arranged in a predeterminedpattern, the cover member defining a plurality of window openingstherein arranged in a predetermined pattern to align with and expose apredetermined plurality of college credits and college detriments uponrotation of the wheel member to one of a predetermined plurality ofpositions, and window cover means associated with each window openingfor normally closing each window opening and concealing the alignedcollege credit or college detriment behind each window, each windowcover means being selectively movable for opening each window openingand exposing the college credit or college detriment aligned behind theselected window opening; and at least one of one of said intervals ofthe college path or one of the decisional choices supplied by thedecision cards provides for attributing a college credit or collegedetriment revealed behind the aligned window opening of the multiplegrade guesser upon movement of the selected window cover means, thecollege credit or college detriment to be attributed to the playingpiece terminating movement on such interval.
 2. Board game apparatus asdefined in claim 1 further comprising:a transcript card having indiciameans thereon for recording a selected number of college classes towhich college credits and college detriments will be attributed to eachplaying piece during movement around the college path, and for recordingamounts of college credits and college detriments attributed to eachselected college class, and for deriving a performance quotientdetermined by the mathematical ratio of the total college credits anddetriments attributed to each college class divided by the number ofcollege classes to which college credits and detriments have beenattributed.
 3. Board game apparatus as defined in claim 1 or 2:whereinat least a few of the intervals of the financial path are designated byan option indication; and further comprising a plurality of option cardsassociated with each option interval of the financial path, each optioncard including indicia means designating an amount of financial rewardor financial detriment, at least a few of the plurality of option cardshaving printed indicia thereon different from the other option cards.